Hi. I'm using the cameras pitch and yaw to control where my unit moves in 3D (vector). Normally a player is on the ground and looking at the horizon (the space where the ground and sky meet) and if they want to move upwards or downwards they'd tilt the camera in either direction. The problem I'm having is as a players camera moves higher from the group they tend to keep the camera pointed at the horizon, as it allows them to see the ground and sky at the same time, but if your looking at this point from higher up your now looking downwards and therefore your unit moves down, which I don't want to happen. I think I need to adjust the math for the cameras pitch to counteract this. Something like "Cameras pitch + (Height*angle)", which I have no idea how to do or if its right. Could someone please help me?
Hi. I'm using the cameras pitch and yaw to control where my unit moves in 3D (vector). Normally a player is on the ground and looking at the horizon (the space where the ground and sky meet) and if they want to move upwards or downwards they'd tilt the camera in either direction. The problem I'm having is as a players camera moves higher from the group they tend to keep the camera pointed at the horizon, as it allows them to see the ground and sky at the same time, but if your looking at this point from higher up your now looking downwards and therefore your unit moves down, which I don't want to happen. I think I need to adjust the math for the cameras pitch to counteract this. Something like "Cameras pitch + (Height*angle)", which I have no idea how to do or if its right. Could someone please help me?
Bump (too early?)